Changeset 518

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Timestamp:
08/12/07 13:01:56 (1 year ago)
Author:
takkaria
Message:

Remove the MONSTER_AI define (turn it on always).

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  • trunk/src/config.h

    r469 r518  
    114114#define MONSTER_FLOW 
    115115 
    116  
    117  
    118 /* 
    119  * OPTION: Allow use of the "adult_ai_smart" and "adult_ai_packs" 
    120  * software options, which attempt to make monsters smarter. 
    121  * 
    122  * AI code by Keldon Jones (keldon@umr.edu), modified by Julian 
    123  * Lighton (jl8e@fragment.com). 
    124  */ 
    125 #define MONSTER_AI 
    126116 
    127117 
  • trunk/src/melee2.c

    r507 r518  
    325325 
    326326 
    327 #ifdef MONSTER_AI 
    328  
    329327/* 
    330328 * Determine if there is a space near the selected spot in which 
     
    397395} 
    398396 
    399 #endif /* MONSTER_AI */ 
    400397 
    401398 
     
    475472 
    476473        int i, py = p_ptr->py, px = p_ptr->px; 
    477  
    478 #ifdef MONSTER_AI 
    479474 
    480475        bool has_escape, has_attack, has_summon, has_tactic; 
     
    604599        } 
    605600 
    606 #endif /* MONSTER_AI */ 
    607  
    608601        /* Extract the "innate" spells */ 
    609602        for (i = 0; i < 32; i++) 
     
    684677        int k, chance, thrown_spell, rlev; 
    685678 
    686 #ifdef MONSTER_AI 
    687679        int failrate; 
    688 #endif /* MONSTER_AI */ 
    689680 
    690681        u32b f4, f5, f6; 
     
    780771 
    781772#endif /* DRS_SMART_OPTIONS */ 
    782  
    783 #ifdef MONSTER_AI 
    784773 
    785774        /* Check whether summons and bolts are worth it. */ 
     
    810799                if (!f4 && !f5 && !f6) return (FALSE); 
    811800        } 
    812 #endif /* MONSTER_AI */ 
    813801 
    814802        /* Handle "leaving" */ 
     
    832820        if (!thrown_spell) return (FALSE); 
    833821 
    834 #ifdef MONSTER_AI 
    835822        /* Calculate spell failure rate */ 
    836823        failrate = 25 - (rlev + 3) / 4; 
     
    847834                return (TRUE); 
    848835        } 
    849 #endif /* MONSTER_AI */ 
    850836 
    851837        /* Cast the spell. */ 
     
    24792465} 
    24802466 
    2481 #ifdef MONSTER_AI 
    2482  
    24832467/* 
    24842468 * Provide a location to flee to, but give the player a wide berth. 
     
    25702554} 
    25712555 
    2572 #endif /* MONSTER_AI */ 
    2573  
    25742556#endif /* MONSTER_FLOW */ 
    25752557 
    25762558 
    2577 #ifdef MONSTER_AI 
    25782559 
    25792560/* 
     
    27122693}; 
    27132694 
    2714 #endif /* MONSTER_AI */ 
    2715  
    27162695 
    27172696/* 
     
    27302709{ 
    27312710 
    2732 #ifdef MONSTER_AI 
    27332711#ifdef MONSTER_FLOW 
    27342712 
     
    28072785 
    28082786#endif /* MONSTER_FLOW */ 
    2809 #endif /* MONSTER_AI */ 
    28102787 
    28112788        /* No safe place */ 
     
    28142791 
    28152792 
    2816 #ifdef MONSTER_AI 
     2793 
    28172794 
    28182795/* 
     
    28952872} 
    28962873 
    2897 #endif /* MONSTER_AI */ 
    2898  
    28992874 
    29002875/* 
     
    29362911 
    29372912 
    2938 #ifdef MONSTER_AI 
    29392913 
    29402914        /* Normal animal packs try to get the player out of corridors. */ 
     
    29662940        } 
    29672941 
    2968 #endif /* MONSTER_AI */ 
    29692942 
    29702943        /* Apply fear */ 
     
    29792952                } 
    29802953 
    2981 #ifdef MONSTER_AI 
    29822954#ifdef MONSTER_FLOW 
    29832955 
     
    29932965 
    29942966#endif /* MONSTER_FLOW */ 
    2995 #endif /* MONSTER_AI */ 
    29962967 
    29972968                done = TRUE; 
    29982969        } 
    29992970 
    3000  
    3001 #ifdef MONSTER_AI 
    30022971 
    30032972        /* Monster groups try to surround the player */ 
     
    30343003                x = m_ptr->fx - x2; 
    30353004        } 
    3036  
    3037 #endif /* MONSTER_AI */ 
    30383005 
    30393006